axmol/tools/simulator/frameworks/runtime-src/Classes/AppDelegate.cpp

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#include "AppDelegate.h"
#include "CCLuaEngine.h"
#include "SimpleAudioEngine.h"
#include "cocos2d.h"
#include "ide-support/CodeIDESupport.h"
#include "runtime/Runtime.h"
// Lua
#include "ide-support/RuntimeLuaImpl.h"
// Js
#include "ide-support/RuntimeJsImpl.h"
using namespace CocosDenshion;
USING_NS_CC;
using namespace std;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
SimpleAudioEngine::end();
// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
RuntimeEngine::getInstance()->end();
}
// if you want a different context, modify the value of glContextAttrs
// it will affect all platforms
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void AppDelegate::initGLContextAttrs()
{
// set OpenGL context attributes: red,green,blue,alpha,depth,stencil
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
bool AppDelegate::applicationDidFinishLaunching()
{
// set default FPS
Director::getInstance()->setAnimationInterval(1.0 / 60.0f);
auto runtimeEngine = RuntimeEngine::getInstance();
runtimeEngine->setEventTrackingEnable(true);
runtimeEngine->addRuntime(RuntimeLuaImpl::create(), kRuntimeEngineLua);
auto jsRuntime = RuntimeJsImpl::create();
runtimeEngine->addRuntime(jsRuntime, kRuntimeEngineJs);
runtimeEngine->start();
// js need special debug port
if (runtimeEngine->getProjectConfig().getDebuggerType() != kCCRuntimeDebuggerNone)
{
jsRuntime->startWithDebugger();
}
// Runtime end
cocos2d::log("iShow!");
return true;
}
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
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void AppDelegate::applicationDidEnterBackground()
{
Director::getInstance()->stopAnimation();
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}